You had decision cards in Warsaw to Berlin with certain effects enacted when you play them. This relationship system is just an extension of that decision system.ORIGINAL: Revthought
Having worked in the video game industry and made video games, I disagree with you. Plus, your wrong. It's built on the DC engine, for which the first two titles contained nothing of the sort. And I'm not suggesting an exact copy of DC:B with card play.
Name me a concrete way of how to implement it. Play a decision a suddenly pop up 20.000 vehicles? That's not how this system works. If you want to convince me, don't go meta by saying "it is possible and it will be better", name me the mechanics that are already there, name me examples of how it could be done.A lot of the mechanics are there already, or present in other GG titles.
You don't seem to get it, operational freedom (to a certain degree) is built into it from the design perspective because it is an operational wargame. Play sports games and you have much more control than a real team on the pitch would have. Play a politics simulation and you have much more control than a real politician would have. And if you want to restrict operational freedom, easy, do it via victory conditions. Take WitW, you don't want to bomb V-weapons sites? Get hit with negative VPs. You don't want to land in Italy in 1943? Get hit with negative VPs. Your invalidation of this argument is rather ridiculous. Using your line of thought I could brush away criticism at giving the Germans a fleet of jet aircraft in 1941 by saying "hypocritical".By the way, the fantasy argument is the biggest hypocritical argument you can make. While I love WiTE you don't get more fantasy than complete and total operational freedom. Moving units between army groups for the Germans and letting them focus on whatever objective they want, particularly in 1941 is a joke when compared to reality. As is letting the Soviet player endlessly retreat without putting up a fight for population centers--Stalin would have more than just removed me from command if I were a Soviet commander in WW2 and did the things I do in game
The effect of adding a few Panzer IV is miniscule. Tell me, how many games have you seen where the German side runs out of tanks? I've seen far more occasions of the opposite being true. The trade-off between time spent on developing and testing such a system and the actual gameplay effect is way out of whack.Of course there is an effect. That's what you balance the game around, trade offs for decisions. Decisions don't make or break anything, just like in WiTP.
The Germans in WitE will come far closer to a 260 auto-victory than the Japanese in a stock scenario in WitP AE. Give the Germans potential to optimise production and you may very well push them above that step. The power balance is far different between the Japanese and American sides in WitP. There is a reason why so many people in AE multiplayer play one of those scenarios that significantly beef up the Japanese side.PS. The German player, unless he wins, in 1941or maybe 42 is playing for a win by keeping the Russians out of Berlin for as long as possible. That's no different than the Japanese players position in WiTP.
Frankly, there are so many existing things in the system that could (and some should) be improved that correction of these alone will improve gameplay significantly. And these things should be tackled and ironed out and not some obscure political and production system.



